I believe this was something specificly broken on the version of Unity I was using or something with my machine. Since reinstalling Windows and updating Unity to the newest version, everything seems to be working fine now.
Sorry for the confusion. I guess you can delete this thread.
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Houdini Engine for Unity » Can't get engine working in Unity
- rendereverything
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Houdini Engine for Unity » Unity Tilemap support
- rendereverything
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Hi. Yes, sure - no problem. I guess it would need more testing for other tile layouts - hexagonal and isometric as I did not use them in my tests. Also probably better naming for attributes would be good.
Houdini Engine for Unity » Unity Tilemap support
- rendereverything
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Never mind.. I added the support myself. You can grab it here if interested: http://www.rendereverything.com/houdini-engine-using-unity-tilemaps/ [www.rendereverything.com]
Technical Discussion » Best way of passing parameters to compiled block?
- rendereverything
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I really like the idea of creating compiled blocks as universal "functions" and calling them using Invoke Compiled Block SOP.
So I'm wondering what are the best ways of passing parameters (function arguments) to the compiled block? I don't want to reference parameters outside the compiled block - it should be self sufficient to work anywhere.
Currently I'm doing it through detail attributes on one of the inputs, but I'm not sure if that is optimal and recommended? Any tips?
So I'm wondering what are the best ways of passing parameters (function arguments) to the compiled block? I don't want to reference parameters outside the compiled block - it should be self sufficient to work anywhere.
Currently I'm doing it through detail attributes on one of the inputs, but I'm not sure if that is optimal and recommended? Any tips?
Houdini Engine for Unity » Unity Tilemap support
- rendereverything
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Hello. Is is possible for Houdini Engine to access Unity 2D Tilemaps in some way?
If not yet, it would be a really nice feature - being able to edit tilemap in unity and using it as a template for generating procedural geometry using Houdini Engine!
If not yet, it would be a really nice feature - being able to edit tilemap in unity and using it as a template for generating procedural geometry using Houdini Engine!
Houdini Engine for Unity » Houdini Engine for Unity - New version released!
- rendereverything
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After doing this, Houdini did not start itself. What I did instead is just defined environment variable in Houdini Engine source:
Added:
System.Environment.SetEnvironmentVariable("HFS", appPath);
I thing something is wrong specifically on my PC, but no idea what
Edited by rendereverything - Jan. 22, 2021 08:24:35
Houdini Engine for Unity » Can't get engine working in Unity
- rendereverything
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I don't know why - seems like it should work without doing that? Any ideas?
After doing this, Houdini did not start itself. What I did instead is just defined environment variable in Houdini Engine source:
Added:
System.Environment.SetEnvironmentVariable("HFS", appPath);
I thing something is wrong specifically on my PC, but no idea what
Edited by rendereverything - Jan. 22, 2021 08:24:15
Houdini Engine for Unity » Can't get engine working in Unity
- rendereverything
- 47 posts
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Session sync is also not workin. It launches Houdini, but then can't connect to it - shows "connection failed" error all the time, although in Houdini's session sync window it shows that the service is running.
It feels like it's something specific on my PC with Unity not being able to connect to Houdini Engine services. I just have no idea what could it be.. especially when Unreal is working fine.
It feels like it's something specific on my PC with Unity not being able to connect to Houdini Engine services. I just have no idea what could it be.. especially when Unreal is working fine.
Houdini Engine for Unity » Houdini Engine for Unity - New version released!
- rendereverything
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I can't get it working.. tried reinstalling Houdini, different versions of Unity - but always getting error about not finding Houdini installation directory (although path is correct - it even shows in the error dialog box)
It works perfectly fine in Unreal, so it means everything is istalled as it should.
Any ideas what could be the problem?
It works perfectly fine in Unreal, so it means everything is istalled as it should.
Any ideas what could be the problem?
Edited by rendereverything - Jan. 21, 2021 13:52:00
Houdini Engine for Unity » Can't get engine working in Unity
- rendereverything
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Hi. I can't get Houdini Engine working in unity. I tried different versions of unity as well as two latest versions of Houdini/engine. In all cases I get error "Houdini engine could not determine the Houdini installation directory". Tried specifying Houdini path manually in plugin settings, but that does not change anything. (It detects and shows correct path in settings anyway).
Tried clean reainstall of Houdini couple times - removing everything and installing from scratch. Still nothing.
It works fine in Unreal though!
I even tried adding HFS env variable in windows settings pointing to my Houdini dir, but then I get different errror about wrong houdini engine version (3.5.1 plugin vs found 3.4.0). I have just one Houdini+Engine version combo installed.
Tried clean reainstall of Houdini couple times - removing everything and installing from scratch. Still nothing.
It works fine in Unreal though!
I even tried adding HFS env variable in windows settings pointing to my Houdini dir, but then I get different errror about wrong houdini engine version (3.5.1 plugin vs found 3.4.0). I have just one Houdini+Engine version combo installed.
Edited by rendereverything - Jan. 21, 2021 13:51:41
PDG/TOPs » Variable frame range for ROP Fetch
- rendereverything
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oh, nice! I was trying to do this before, but I guess I did something wrong, so I concluded that it does not work..
Tried it again - generating attribute with python and then referencing it with hscript expression in ROP Fetch, and it works!!
Awesome! Huge thanks!
Tried it again - generating attribute with python and then referencing it with hscript expression in ROP Fetch, and it works!!
Awesome! Huge thanks!
PDG/TOPs » Variable frame range for ROP Fetch
- rendereverything
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Hi. I'm trying to do a simple thing using PDG (TOPs).
Basically what I want to is to go through a bunch of MDD files in a folder, for each file I do my thing in SOPs - producing animation of some length, and then save that animation as single Alembic file (one for each input file). Basically sort of a animation file converter.
What I'm struggling with is, how to generate different frame range on my ROP Fetch for each incoming work item (incoming MDD file).
What I want to do is for each input (input mdd file) work item - take frame range stored in it's file name, and set it on my ROP Fetch node to generate needed amount of frames.
I'm doing “All frames in one batch” on my ROP Fetch node, and this seems to be able to produce multi-frame Alembic files.
Before that I was trying to do single frame ROP Fetch node and specify frame range in my Alembic ROP node, but it did not work that way.. only first frame was rendered all the time.
Is this possible or am i approaching it completely wrong?
Here is my TOPs network.. I have two File Pattern nodes - one for MDD files and other for Obj file (I apply mdd animation on obj file). I combine them to have work items with both paths. :
Basically what I want to is to go through a bunch of MDD files in a folder, for each file I do my thing in SOPs - producing animation of some length, and then save that animation as single Alembic file (one for each input file). Basically sort of a animation file converter.
What I'm struggling with is, how to generate different frame range on my ROP Fetch for each incoming work item (incoming MDD file).
What I want to do is for each input (input mdd file) work item - take frame range stored in it's file name, and set it on my ROP Fetch node to generate needed amount of frames.
I'm doing “All frames in one batch” on my ROP Fetch node, and this seems to be able to produce multi-frame Alembic files.
Before that I was trying to do single frame ROP Fetch node and specify frame range in my Alembic ROP node, but it did not work that way.. only first frame was rendered all the time.
Is this possible or am i approaching it completely wrong?
Here is my TOPs network.. I have two File Pattern nodes - one for MDD files and other for Obj file (I apply mdd animation on obj file). I combine them to have work items with both paths. :
Edited by rendereverything - Oct. 18, 2019 12:12:15
Houdini Learning Materials » falling leaves sim.
- rendereverything
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Hello! I'm quite new to Houdini - still trying to grasp some concepts. I need to create falling leaves simulation. I have been trying out different ideas but have some questions:
1. Is it possible to have normal/tangential drag (like in cloth objects) for RBD objects - to have some sort of aerodynamic effect ?
I would like to use RBD to simulate a lot of leaves faster as I don't need soft deformations. Cloth sim gives very natural falling motion with normal drag active, but is very very slow for several thousand leaves.
2. I am creating my geometry using simple copy on scattered points and then doing Assemble to create individual leaf names. Partition to group them by name. Then feeding it all to DOP.
The question is - what would be the best approach if I want to remove from simulation all the leaves which have reached certain condition - i.e. they have collided with the ground (or some other condition - i.e. leaf velocity is 0 for last N frames (For cloth it would be average velocity of all leaf points)).
I need to keep the geometry around and render it, but I would like to remove it from Cloth/RBD simulation to speed things up.
How are this kind of problems usually solved? Is it possible to remove objects/pieces from dynamic simulations?
1. Is it possible to have normal/tangential drag (like in cloth objects) for RBD objects - to have some sort of aerodynamic effect ?
I would like to use RBD to simulate a lot of leaves faster as I don't need soft deformations. Cloth sim gives very natural falling motion with normal drag active, but is very very slow for several thousand leaves.
2. I am creating my geometry using simple copy on scattered points and then doing Assemble to create individual leaf names. Partition to group them by name. Then feeding it all to DOP.
The question is - what would be the best approach if I want to remove from simulation all the leaves which have reached certain condition - i.e. they have collided with the ground (or some other condition - i.e. leaf velocity is 0 for last N frames (For cloth it would be average velocity of all leaf points)).
I need to keep the geometry around and render it, but I would like to remove it from Cloth/RBD simulation to speed things up.
How are this kind of problems usually solved? Is it possible to remove objects/pieces from dynamic simulations?
Houdini Learning Materials » Object level expressions
- rendereverything
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:idea: that is exactly what I want! I did not know about creating new operator types! Awesome!!
Houdini Learning Materials » Object level expressions
- rendereverything
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Hi. Another beginner question!
I was wondering - what are the best approaches to create object level expressions to modify object transformations etc. For example I would like to make object automatically orient to the direction of its movement ( just an example ). I know i can write hscript/python directly in objects rotation parameters, but that is not very convenient ( I have to copy expression to each field ).
What I would like is like a SOP level Python node or VEXpression field in object level - so I could do some calculations and update all needed object properties from there.
What are recommended workflows for such things?
I was wondering - what are the best approaches to create object level expressions to modify object transformations etc. For example I would like to make object automatically orient to the direction of its movement ( just an example ). I know i can write hscript/python directly in objects rotation parameters, but that is not very convenient ( I have to copy expression to each field ).
What I would like is like a SOP level Python node or VEXpression field in object level - so I could do some calculations and update all needed object properties from there.
What are recommended workflows for such things?
Houdini Learning Materials » object level animation to sops
- rendereverything
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Thank you very much for such detailed explanation!
This forum is awesome - always getting great help here!!
This forum is awesome - always getting great help here!!
Houdini Learning Materials » object level animation to sops
- rendereverything
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thanks, that is exactly what I was doing, but I thought that maybe there is a better way - so I don't have to “duplicate” the object.
Houdini Learning Materials » object level animation to sops
- rendereverything
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Hi. I guess this is a very beginner like question.
I have an object which is moving around - with just animated translate in object level. What I want is to calculate point velocities using Trail SOP, but obviously - in SOP level, there is no movement so velocities stay 0.
What is the correct workflow to do such thing?
I have an object which is moving around - with just animated translate in object level. What I want is to calculate point velocities using Trail SOP, but obviously - in SOP level, there is no movement so velocities stay 0.
What is the correct workflow to do such thing?
Houdini Learning Materials » SOP context vs CVEX context ?
- rendereverything
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Houdini Learning Materials » SOP context vs CVEX context ?
- rendereverything
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I was reading about Attrib Wrangle and Point Wrangle nodes. In the docs - Attrib Wrangle is said to operate in CVEX context, but Point Wrangle operates in SOP context. What is the difference?
I tried my code that uses params from other SOPs (using ch function) in both and it worked, so I was wondering what it means?
I tried my code that uses params from other SOPs (using ch function) in both and it worked, so I was wondering what it means?
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